This is a guest post from friend and bodyguard Cassio
IÃ¢â‚¬â„¢m Cassio, IÃ¢â‚¬â„¢ve been playing a rogue on NerÃ¢â‚¬â„¢zhul for the better part of three years so my area of expertise is something different then the writers here.
IÃ¢â‚¬â„¢m a damage guy. I run numbers to figure out how to squeeze another one or two points of damage per second out of my rotation or how much I should weigh hit stat verses attack power or agility. So please understand that I will not be talking about the best way to heal a boss encounter. Most of the time I have no idea what a healer is doing in them since they are behind me somewhere. Instead, IÃ¢â‚¬â„¢ll be trying to stay remotely within the sphere of this blog by talking about loot distribution.
With the changes that have been made since the release of Wrath, almost every spec to become viable for raiding. This means that some classes may be dipping down into gear thatÃ¢â‚¬â„¢s exclusive for other classes to use due to armor class restrictions. Boomkins, tree druids and holy paladins may start to want to take gear that all cloth wearers can use. The same goes for titans grip (TG) warriors and to some extent enhancement shamans and hunters with rogue/feral druid gear.
It is my opinion that this should be avoided whenever possible.
Taking gear from a class when it is all they can use and giving it to a class that is moving down armor types to pick up an upgrade might seem fine in the short term. However, it will hurt raids in the long term due to the limited upgrade pool available to classes who have no other option other than leather or cloth.
In my guild, I am currently the raid leader for ten man raids and it falls onto me to sort out loot distribution and how to do so without causing problems that could destabilize the raid group and force us back due to people leaving and having to replace with new people. The system I have worked out is part science and part art but the basics of it is to keep gear separated to classes that are restricted to their armor type before opening it to others. There are some exceptions, such as if the gear is only a miniscule upgrade for a rogue and a large one for someone else.
Weapons are handled by letting those that get the biggest upgrade from them roll, any two-hander classes have to roll against each other just as any one-hander users and casters have to roll against each other. So that means that ret paladins, TG (TitanÃ¢â‚¬â„¢s Grip) warriors and death knights all have to roll against each other. This method relies heavily on the loot master knowing the different needs of the classes and where his raid members are in gear progression.
While I find that I can do this (with some help from officers and others outside my guild that know the other classes better) I would not suggest that anyone try such a method in a twenty-five man environment. Instead make your officers/class leaders do gear upgrade charts for your members and give the upgrades from the different raid instances a set value, making sure to include heroics gear where it applies, and then use that as a way to check which gear is a better upgrade for who. The higher the number the larger the upgrade, also there should be a method worked out to reward those that go out and craft or farm the gear for outside raids that will help you progress through the instances you wish to run.
While all this sound complicated it really comes down to the simple idea that each classes chances for upgrades is different. If someone needs an item that is all they can use, then this may be one of a limited amount of chances to get it. Someone that can use other armor has a larger pool of gear to pull from and so has better chances at upgrades.